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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Why do we need carriers in Discovery?

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Why do we need carriers in Discovery?
Offline AngelWilly
04-02-2016, 01:45 PM, (This post was last modified: 04-02-2016, 01:45 PM by AngelWilly.)
#21
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Many years ago I saw on some other server they were using some flhook script which enabled to make NPC ships to fly with you. It would be really good to enable them to dock those carriers. For RP purposes this would fit the carriers. Just imagine that moment when you press some command and it will launch ships from you which could engage the enemy.
Of course there would need to be some rules, but...woow Smile

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Offline CPTMUTCHELL
04-02-2016, 01:48 PM,
#22
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We need them because they can instakill every ship uncloaking near it.)
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Offline Sol
04-02-2016, 01:49 PM, (This post was last modified: 04-02-2016, 01:50 PM by Sol.)
#23
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Give carriers a command like admins use, that allow them to spawn an amount of 'balanced' NPCs? Even allow the carrier captain to choose the target they can attack?

Don't know if this was said before, didn't read all of the thread.
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Offline nOmnomnOm
04-02-2016, 01:58 PM,
#24
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(04-02-2016, 01:45 PM)AngelWilly Wrote: Many years ago I saw on some other server they were using some flhook script which enabled to make NPC ships to fly with you. It would be really good to enable them to dock those carriers. For RP purposes this would fit the carriers. Just imagine that moment when you press some command and it will launch ships from you which could engage the enemy.
Of course there would need to be some rules, but...woow Smile

would be cool if the NPCs didnt make fps issues >.<
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Offline sasapinjic
04-02-2016, 02:28 PM, (This post was last modified: 05-21-2016, 12:14 PM by sasapinjic.)
#25
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Remove primary slots from them , give them anti snub weapons and maybe one or 2 heavy for missile/mortar support role , and give them ability to launch snubs for defense against snubs only , not for attacking purpose or to attack ships bigger than snub . That way they will still be helpless against BS and cruiser , and will still need escort.

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Offline Epo
04-02-2016, 02:35 PM,
#26
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(04-02-2016, 02:28 PM)sasapinjic Wrote: Remove primary slots from them , give them anti snub weapons and maybe one or 2 heavy for missile/mortar support role , and give them ability to launch snubs for defense against snubs only , not for attacking purpose or to attack ships bigger than snub . That way they will still be helpless against BS and cruiser , and will still need escort.

Actually the following thing would be better;

(04-02-2016, 12:13 PM)Snak3 Wrote:
(04-02-2016, 11:56 AM)Swallow Wrote: I can propose a hypothetical scenario in which carriers act as a portable jump gate, providing the snubs with the access to the field, when they use specialized military gates.

This can be imagined as a jump drive concept turned inside-out. The ship itself provides a mobile exit point with the stationary gate on the other side. It could use fuel, have or have no restrictions on jumping, being in vulnerable phases, and so on and so forth, the field for balancing in my opinion is wide.

That's what I and Thundered already talked about.

it was planned to make it possible to teleport from station to Carrier with Docking Module.

Compared with removing primary slots and maybe giving some repair gun slots + only one or two heavy slots
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Offline Thunderer
04-02-2016, 02:46 PM,
#27
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OP carrier repair guns? This sounds interesting.

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Offline Epo
04-02-2016, 02:51 PM,
#28
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(04-02-2016, 02:46 PM)Thunderer Wrote: OP carrier repair guns? This sounds interesting.

well guns to repair snubs only, or maybe up to gunboat. something with small range to keep them hugging the carrier during the repair process.
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Offline Jack_Henderson
04-02-2016, 02:52 PM,
#29
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We do not need them.
Alley is gone, so I doubt that anything is going to happen as far as coding or fixing docking modules.

Remaking the Carriers into "real Battleships" and balancing them accordingly is the way to go.
Carriers being useless Battleships which cannot do what they actually should, makes zero sense.
And, tbh, Disco distances are ridiculously short anway, and players have ships anywhere anyway, so docking modules and carriers do not even save you much time in most situations.

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Offline Impyness
04-02-2016, 02:57 PM,
#30
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afaik carriers in disco generally have a higher number of secondary slots than other ships to shoot at smaller ships such as gunboats and bombers while lacking heavy slots

I actually really like the idea of carriers in general, both as rp platforms and the uniqueness large numbers of docking modules enable, once properly working

>dock 4 shared fighters on an LN carrier

>Poke the chat asking people to log them as you fly into leeds

>People can instantly join the fight

imo it's actually pretty cool, the only possible thing might be to increase docking module slots on them to allow this feature to be used more, once they're actually working

#Snakded
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